Homebrew Selphid Species Details
Selphids are sapient colonies of semi-liquid neural matter capable of inhabiting the bodies of other creatures, animating them with precision and intellect. In their natural form, they are Tiny oozes, resilient and immune to many dangers of flesh. Selphids rely on host bodies—living or dead—to interact with the world, and their racial abilities reflect their mastery over biology, memory, and nerve control.
Culturally, Selphids value continuity of thought more than continuity of body. A single Selphid may use dozens of host-forms across a lifetime, each leaving faint psychological impressions on their distributed mind. Their biology allows them to push host bodies beyond natural limits, entering a terrifying berserk state that grants immense temporary power at the cost of physical strain.
Selphids are analytical, adaptive, and resilient, often misunderstood due to their corpse-riding nature. Yet their intellect and unique physiology make them powerful allies—and terrifying enemies—on any battlefield.
Selphid Traits
Selphids possess unique physiology and neural control abilities that let them inhabit host creatures, manipulate muscle and nerve pathways, and push bodies beyond their limits. These traits function whether the Selphid is piloting a host body or operating within its natural ooze form.Traits
Host-Body Adaptation, Symbiote Core, Echoes of Flesh, Rampage
Ability Score Increase:
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Languages:
You can speak, read, and write Common and one additional language of your choice.
Creature Type:
You are an ooze.
Speed
Your speed is 10ft in your natural, ooze form for regular walking speed as well as:
• 10ft of climbing speed.
• 10ft of swimming speed.
Size Category
In your natural form, your size is tiny. If inhabiting a host, your size becomes the size category of the host body (Small, Medium).
Large creatures or bigger require more than one Selphid to properly control the body. 2 for large, 3 for huge, and 5 for gargantuan.
Amphibious
In your natural form, you can breathe air and water.
Host Body-Adaptation
You pilot the flesh, but you are not the flesh.
While inside a Small or Medium host body, you use its Strength, Dexterity, movement speeds, natural weapons, physical resistances, and size. You retain your own Intelligence, Wisdom, Charisma, and Constitution.
You do not gain the host’s skills, saving throw proficiencies, spellcasting, class features, racial abilities, or mental traits.
Your body cannot use anatomy the host lacks (missing limbs, ruined wings, etc.).
Large Hosts:
To control a larger body, multiple Selphids are required:
• Large: 2 Selphids
• Huge: 3 Selphids
• Gargantuan: 5 Selphids
A corpse-host lasts 7 days before decaying. Entering a host requires a 10-minute ritual; leaving a host returns you to Ooze Form.
Symbiote Core
Your ooze form is vulnerable, but your Constitution reinforces all you inhabit.
When outside a host, you assume your True Core Form:
• Tiny size
• Speed 10 ft (walk, climb, swim)
• AC 10
• HP = 5 × Constitution modifier (minimum 5)
• Immune to poison and disease
• Resistant to nonmagical bludgeoning, piercing, and slashing
• Vulnerable to fire and thunder
You cannot wield weapons, wear armor, speak normally, or perform somatic components unless your class allows it.
Host Body:
While piloting a host, the body uses your Constitution modifier for:
• Maximum HP
• Temporary HP
• Level-up HP increases
• Constitution-based effects
• Death saving throws
• Checks resisting bodily degradation (rot, limb failure, strain)
Decay:
Corpse-hosts normally last 7 days. Preservation methods may increase this.
Your Constitution modifier contributes to stabilizing and maintaining flesh integrity.
Entering/Leaving:
Entering a body requires a 10-minute ritual.
Leaving takes 1 minute and returns the host to a normal corpse.
Echoes of Flesh
Every body you pilot leaves an imprint.
You may use Echoes of Flesh once per short rest. At level 6, you add your Constitution modifier to the roll you apply it to. At level 10, you may use this feature twice per short rest.
Choose one of the following for a single roll:
• Advantage on one attack roll
• Advantage on one ability check
• Advantage on one saving throw
This bonus must align with something the host body was physically good at in life (e.g., a scout for Stealth, a soldier for Athletics).
Echoes do not grant skills, knowledge, training, spellcasting, or memories; only instinctive movement patterns. Any unused Echoes are lost if you switch to a new host body.
Rampage
You push the body beyond its limits — and it breaks.
Activation: Bonus Action
Uses: 1/Long Rest (2 at level 10, 3 at level 14)
Duration: 1 minute
You overload your host’s nervous system with bio-mana.
During Rampage:
• Neural Overdrive: Advantage on Strength checks and saves
• Override Surge: Melee attacks deal +Con modifier damage (acid, slashing, or bludgeoning)
• Pain Suppression: Gain temp HP = level + Con modifier
Backlash (choose one after Berserk ends):
A) You suffer 1 level of exhaustion, or
B) The host destabilizes, giving disadvantage on Strength and Dexterity checks until you finish a long rest, receive healing, or spend 8 hours performing biological repair.
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